Corsairs to each their own, where to get them. KKS: General discussion and questions about the passage. How to make sure that Helen remains on the team forever

Corsairs To each his own Capturing settlements
Sooner or later, the hero will have to face the need to capture some settlement. Port cities are guarded by a fort and, sometimes, warships, which may be in the port at the time of attack. Settlements and forts in the jungle do not have forts, and they can only be captured from land. The forts differ in appearance, have different numbers of guns (and of different types) and different garrison sizes. Almost every fort is armed with long-range and powerful 48-pounder fortress cannons, in many ways superior to the most powerful naval guns. They usually fire bombs and are supported by batteries consisting of 42-pounder guns and 36-pounder culverins, which prevent the fortifications from being approached.
Corsairs To each his own The defeat of the fort and the battle in the settlement
In a naval battle you will have to destroy most of the fort's cannons. The number of guns that need to be destroyed depends on the difficulty of the game. As soon as this happens, a quick action “Landing” icon will appear next to the mini-map, which will take you to the second stage - the battle in the fort itself with the remnants of the garrison. In addition to destroying the cannons, you can fire grapeshot at the fort to reduce the number of soldiers in the garrison. After the cannons are destroyed, the defenders will retreat deeper into the fortifications and grapeshot shots will become useless.
Corsairs To each his own Especially valuable materials to improve your ship at the shipyards
On some lines, you can select a specific ship improvement from the dialogue menu, in exchange for doubloons and special items. It is extremely difficult to obtain these items, but you can find them on pirate ships, in the holds. These items should be taken immediately; no benefit can be compared with the achievements of these items. You can store especially valuable materials in a warehouse or on the shore. Valuable items in the ship's hold are at the very bottom; you won't look through them, you won't be able to sell them in the store, you can only throw them overboard. Finds on pirate ships depend on your luck stat. On the ship you can store your gains “honestly”; what the character carries should be stored in the captain’s cabin in chests.
Ship's silk - designed to increase the ship's speed and sailing angle, an additional three knots in battle will give you an advantage in battle. A masterpiece of Lyon weaving manufactories - thick silk sailing fabric. Incredibly strong material, lightweight and breathable, quickly absorbs moisture and dries even faster, retains its shape and is stretch-resistant. Despite all the advantages, silk fabric has a significant drawback - the sun's rays have a detrimental effect on it. Weight 2 c, pack 1 pc.
Ropes- designed to increase maneuverability and reduce the minimum crew size. Durable ropes made of hemp fiber, which practically does not wear out from contact with sea salt, are the best material for ship equipment. The most famous and desired ropes by sailors of any profile are produced in hemp spinning factories in distant Russia. Weight 1 c, pack 1 pc. If you bring at least one blade that Fadey asked you, he will sell you 50 bays of this product every month on the 20th, the cost of one bay is 10 doubloons, for a total of 50 bays 500 doubloons.
Lignum vitae- a specially designed tree for deck reconstruction of a ship in order to increase the ship’s numerical capacity. Hard, dense and stable wood, incapable of splitting, the heaviest wood sold on the market, and sinks easily. Backout is wear-resistant, but difficult to process, and has self-lubricating properties (especially in water). Backout ship elements do not require replacement at all, despite the harsh conditions during their operation at sea. Weight 7 c, pack 1 pc.
Resins- serve to strengthen the hull of the ship, increasing the life reserve of your ship. Natural asphalt tar, a sticky gray-black mixture of bitumen, fine clays and salt water, is Trinidad's most famous, if not most beautiful, landmark. These resins and the tar from them are used to impregnate the ship's hull. It is believed that they are significantly superior in quality to analogues supplied to shipbuilders by northern European countries. Weight 1 c, pack 1 pc.
Corsairs To each his own Improvement at the shipyard
Jamaica Port Royale Island - increasing the speed of the ship or the angle of motion (ship silk, doubloons)
Saint Christopher Island, Capesterville settlement - increasing maneuverability or reducing the minimum crew size (ropes, doubloons)
- increased hull strength (resins, doubloons)
Curacao Island, Willemstad Settlement - increased crew space (backout, doubloons)
In the Spanish colonies, shipyards are also undergoing improvements, for example: Cuba Island, Havana settlement
Corsairs To each his own Improving relations with nations
If you have problems with the English authorities and a reward has been announced for your head, there is only one way out - Fadey. Guadeloupe Island is Fadey's house along the street, prepare your doubloons and get out of sight for a couple of weeks, taverns and brothels are your place for the next two weeks. After a couple of weeks, your reputation will change to hostile. We approach Fadey again, he asks for doubloons and wait a couple of weeks. Spend the night in the tavern until the attitude changes to neutral, Fadey has done his job. Fadey's payment depends on how bad your attitude is. Don't forget about your ship's crew, food and rum.
If you have problems with the Spanish authorities, in the Church of Saint-Pierre on the island of Martinique you can always ask Abbot Benoit for a certain amount of doubloons to establish relations with the authorities and remove hostility within a couple of weeks.
Corsairs To each his own Available storage facilities
Capesterville Island, the settlement of St. Christopher, the island of Curacao, the settlement of Willemstad, the island of Jamaica, the settlement of Port Royal, the island of Cuba, the settlement of Havana.

Open the map and navigate to the shores of Guadeloupe. Having dropped anchor, go to Fadey’s house, which will be indicated by a sign of the same name. Chat with the man you find inside and tell him that Michel sent you. However, he will not have any money and will reward you with a saber. Don’t forget to ask him about any questions that interest you. Then go to the prison and talk to the commandant. You need to get permission to visit the Indian.

Continue through the game Corsairs: To Each His Own and go inside the cell to talk with the prisoner. Afterwards, return to the commandant and find out from him what is needed to release him. It turns out that it was simply the consent of a certain Fadey. You can go to him and chat. At the end of the conversation he will demand 150 gold. But you shouldn’t immediately agree to this amount, because he will later reduce it to 100. You can go to the moneylender and buy several precious stones from him. But you won’t have enough of a couple, so go on the ship and start traveling to the island of Martinique to get two more missing doubloons there.

But you don’t have to try too hard, because you won’t be able to free the prisoner yet, so after landing on the island, you can find Michel and talk to him. It turns out that Fadey did not give you the original ancient saber. He also notes that you need to take a task from him. Now in the Corsairs walkthrough: To each his own, go to the tavern and talk to the innkeeper so that he can help you select a new team. Then return to Guadeloupe and find the cunning Fadey to return 100 gold to him.

Afterwards you can give the receipt to the commandant and release the red-skinned Tichingita from captivity. Chat with him and persuade him to join your team. Head to the church and talk to the priest, it turns out that he was robbed. You can offer your services. Now, in the walkthrough of the game Corsairs: To Each His Own, you have to complete the quest. So head to the tavern and ask the owner about the church robbery. He doesn't know anything.

Go to the table and chat with a fairly drunk man. It turns out that this was done by a local gang of thieves who are hiding in the jungle. Move there. As soon as you find yourself at the fork, turn first left and then right. Be careful, because you will meet three people in the thicket. Approach them and chat. They will offer you to purchase the loot for a small amount.

Caribbean customs

As soon as dawn comes, go to the shop and talk to Gerard Lecroix. After that, visit the tavern and get some sleep. Go back to the store and talk to Gerard to receive a task from him, which is to transport the cargo to the port of Port-au-Prince, located on the island of Hispaniola. Open the map and start sailing.

After landing, head into the jungle. When you reach the fork, turn right and then head towards the fort. There you will meet the commandant, go up and talk to him. As soon as you earn 5000 gold, you can take on the next task. It consists of transporting 15 cannons to Porto Belo, where the frigate owned by Florian Choquet is located. It's worth noting that this is located near South Main Island.

Be careful, because along the way you will be attacked by one of the Spanish interceptors. Let it sink and continue swimming. Since the port you are heading to belongs to the French, you need to move a little west of it. After things have calmed down, slowly approach the Warlike One. After talking with his captain, agree to help him in the reconnaissance operation. Now you can head to Mosquitos. Once you arrive, expect darkness to fall. Make your way into the city and move towards the shipyard.

When in the passage of Corsairs: To Each His Own you find yourself near the bridge leading to the shipyard, then look into the tavern. Find someone here willing to buy you a drink. Then find out from him about the latest news that happened in the area. It turns out that a spy was recently caught here. Then he will ask you to find a beggar. Wait until morning and go into the city to look for him. Having found a beggar, offer to earn a little extra money by finding out something for you. Then head to the pier and wait for it to find out the information obtained.

After listening to him, return to the ship and set course for the Inspired ship to tell Captain Shoka about everything. Also take the next task from him, which is to board the ship "Pueblo", which is transporting gunpowder to the shores of Alacantara.

I advise you to take a course along the shore of the Main, where you will meet him. In the further passage of the game Corsairs: To Each His Own, you should intercept the ship, and then head to Guadeloupe. Go ashore and go to the local shop. Find a merchant in it from whom you can get honestly earned money. Then you can start transporting goods that need to be taken from the owners of local shops.

Dishonest competitor

After you enter the store, go to the merchant and take the task from him, which is to bring Robe Dumas from the tavern. Agree and go to the entertainment establishment. There you will find a man wearing a mask and hat. After talking with him, return to the shop and convey the essence of the conversation. After you deliver the letter to the address, you will receive a small reward.

As soon as he offers you to find Lara’s competitor and force him to close the shop in which he sells contraband. Continue through the game Corsairs: To Each His Own and return to the tavern to tell it that you are looking for cheap products. You will immediately receive a proposal for a meeting, agree and head to the indicated building. Wait for him and move into the building. Afterwards, you definitely need to inform him that a detachment of soldiers is already waiting outside the door. In order to escape, he will offer you a bribe of 10,000 gold. Take it.

When the smuggler disappears, head to the shop and tell the merchant that the competitor is no longer there, for which you will receive another reward in the amount of 15,000 pesos.

Girl in the jungle

You can meet this character in Guadeloupe. She will run away from three bandits and ask you for help. After you take the girl home to Basse-Tere Island. It turns out that her father, the owner of one of the local shops, wants to marry her to a moneylender. However, her heart belongs to someone else. It is worth noting that if you deliver the girl to the address, her father will reward you in the amount of 7,500 gold.

The Gascon's Burden. Continuation

Now you should return to the island of Martinique to visit Michel, who is still in prison. After you talk to him, he will offer you to choose from several options for the development of events:
- become a member of the West India Company located on the island of Curacao;
- become a member of the British Navy;
- become a member of an unknown organization located in Barbados.

Dutch West India Company

Start passing this storyline in the walkthrough of the game Corsairs: To Each His Own by going to Curacao. Anchor offshore and make your way to the location where the GVIK headquarters are located. You can recognize them by a rectangular sign with the corresponding inscription. Be sure to let them know that you want to work for them. Then climb to the second floor and find Lucas Rodenburg there. After you talk to him, you will be the first to receive a task to complete.

First task. Escorting Balthazar

Having received the installations, head to the port office of Willemstad, where you need to find and chat with Ridderbock Baltazar. Then you can go out to the open sea again, but very carefully, because the Fierce One will now begin to overtake you. Since he controls a fairly powerful ship, it is almost impossible to escape.

I advise you to go through this battle in the game Corsairs: To each his own, get to the fort and sit there, because this is the best position of all. After you have repelled the enemy attack, head to the island of Sant Martin and find Balthazar in the city. Afterwards you will be rewarded and can safely return to Curacao. Disembark and go to the GVIK residence and report on the completion of the task to Rodenburg.

Second task. Acevedo's secret letter

Now you will have to visit Cuba and find Don Simono in Santiago to give him some documents. By the way, this person holds an important position in the bank. Start your trip to Cuba and try to avoid being seen by the Spaniards. I advise you to anchor on the right side of the cape, and then gradually move towards the bay called Anna Maria.

Once on the shore, continue the passage of the game Corsairs: To each his own and go to the city gates. It is worth noting that you do not need to go through them around 00:00, because there is security there. As soon as morning comes, go to the bank, located in the alley opposite the residence. Find Simon there and talk to him. Then he will ask you to come back tomorrow. Now be prepared for the fact that as soon as you cross the threshold of the bank, you will immediately be stunned.

When you open your eyes, you will see your opponents, but you shouldn’t tell them everything right away. Wait for the leader to leave. You are now under guard. As soon as one of them leaves his post, quickly run up to the chest and take out the harpoon from it. Then use it on the enemy and get out of the room.

After taking a few steps, you will stumble upon Veron, also use a harpoon on him, and then go down below. Once on the first floor, find a chest there and take all the things that were taken from you earlier. You can get out of the building and head to the bank.

Find Simon there and pick up the reply message. He will tell you that some person must certainly die. You can get out of the city and climb aboard the ship. Once on the ship, head to the island of Curacao.

Third task. Fleetwood

After you once again find yourself at Rodenburg’s in the passage of the game Corsairs: To Each His Own, you will be puzzled by the fact that he will let you go for a week. In the meantime, you can deliver goods to stores or the port. After your rest, go to Rodenburg again and take on the next task. Then head to the port office and hand over your ship for storage. It is worth noting that this will be completely free.

In just a few seconds, a calm breeze turns into a destructive squall. The clear sky becomes menacing due to many clouds. Torrents of rain and lightning erupt. Suddenly, from behind the horizon, a chilling horror appears on torn sails, a nightmare on the waves. It brings death to all living things. This is a ghost ship.

In the empty labyrinths of the abandoned temple there are many creepy guards who are summoned by the angry god of death Yum Simil. A powerful ancient artifact must be returned to the Dead Kingdom. Then the Caribbean archipelago will get rid of the evil spirits that want war.

  • The mystical macroquest will take at least 6 in-game hours;
  • The newest unique military galleon is a 1st class ship;
  • New unique melee weapon – katana;
  • A new unique firearm – a two-shot pistol;
  • New unique armor – Lamport suit.

Don't be afraid of the undead. The brave can overcome anything! You will have to find three artifacts and return the jade skull to its place.

Attention! This quest is only available if you purchase the DLC in the Steam store!

Conditions for receiving the quest: The Dutch Gambit must be successfully completed. If you completed the “Dutch Gambit” for GVIC, or the Secret Organization, then you need to sell the skull to the Portuguese. Time must pass - approximately 4 months after the completion of Gambit. Game version - 1.1.3 and higher. Otherwise, you may experience all sorts of glitches.

Reward: military galleon “Flying Heart”, double-shot pistol, Lamport costume, potion from the shaman, katana.

How can I get the quest? There are three ways to do this:

  1. Buy a strange amulet from a beggar in town
  2. Remove a strange amulet from the body of a murdered Indian in the jungle
  3. Find a strange amulet in the chest in the captain's cabin of the aborted ship.

To begin the passage of Corsairs: To each his own - Kaleuche in one profile can be obtained “Strange Amulet” in any way. It will end up in your hands anyway.


So, you have a “Strange Amulet” in your hands. It is necessary to find out what its purpose is. Who can give a hint? Naturally - lighthouse keepers. You can also give orders for amulets to them. Visit three lighthouses - Santiago, Guadeloupe, Cartagena. In any case, one caretaker will tell you how the amulet appeared in the Caribbean and that Charles is already the third person to show this thing.

However, only one person can know how to use the amulet. This is a shaman of the Carib Indians. The tribe lives in Dominica. Make no mistake, the Indian doesn’t talk to anyone. In order for him to start communicating with you, you need to give him an offering. And he only accepts firearms. This is not a simple pistol, but a real combat musket or naval carbine.

When you get something useful, go to Dominica. Find a Carib village deep in the jungle. In one house you will find a shaman, talk to him. When he recognizes his amulet, he has to find the other two. Passage of Corsairs: To each his own - Kaleuche continues.

Don't think it will be easy for you! As soon as you enter the island's waters, a strong storm will begin. A ghost ship will rush towards your ship! By the way, he won't shoot. As soon as your ships get close, the ghost will begin boarding. You need to deal with the skeletons on the ghost's quarterdeck and go to the captain's cabin.

In the captain's cabin "Kaleuche"


Don't try to hammer the undead captain. He doesn't care! After a while he will stop and start a conversation. The captain will say that he and his crew are immortal. He attacked because he needs a strange amulet that you possess.

Well, start fighting him again. As a result, you will fall unconscious. You will come to your senses on the shores of Dominica. As for health, he is in the red. A sailor from your ship will run up to you, or a girl if you managed to complete the Pirate Saga. From the conversation you will learn that your team was able to drag your body from the ship. But your ship was sunk in just one salvo.

Passage of Corsairs: To each his own - Kaleuche continues. By the way, the sailors also managed to take your chest from the cabin, so your little things remained intact. Talk, go back to the shaman and find out how “Kaleuche” showed up in the Caribbean, why he needs amulets and how you can fight him.

As for the fight, it’s not difficult - you need to find the two missing amulets, as well as the jade skull of Yum Simil. It is now with Joaquim Merriman. Well, we'll have to take it away. But first you need to find the remaining amulets before the undead captain. The shaman will give advice to find a fast ship that will get away from the Kaleuche.

Hint: Ships such as Mirage, Meifeng, Valkyrie can escape from the ghost ship. However, you feel sorry for them, or for some reason you will not be able to access them. Pay attention to small class ships, but not commercial ones.

Walkthrough of Corsairs: To each his own - Kaleuche. Return to the lighthouse keeper who told you about the amulet. Ask him about the other two amulets. Or rather, who can own them.

So, you need a hunter from Belize, Fergus Hooper, Jack-Jackson from Barbados. All that is known about him is that his ship is called “half-woman, half-bird.” In fact, the title is "Harpy"!

Barbados

You need to ask the port department about Jack-Jackson. When asked what the name of his shebek is, answer “Harpy.” You will be told that this captain is now in the service of the Dutch West India Company. That's where you need to look for him. Travel to Curacao. At the GVIK office, you will find out from the one who sells trade licenses that your Jackson operates regular flights between Port Royal and Phillipsburg. Find the desired ship on this route, send a boat to the xebec.

You learn that Jackson keeps the amulet in a chest in a lighthouse in Barbados. So that’s why the undead captain couldn’t get him! However, Jackson cannot travel to Barbados with you. He has a contract. Therefore, to complete Corsairs: To each his own - Kaleuche buy the key for the chest from him. It costs 500 doubloons. Return to Barbados and disembark at the lighthouse. In the chest you will find a strange amulet, as well as a two-shot pistol and other small items. Deliver the amulet to the shaman, as “Kaleuche” is now hunting for you.


Belize

In Belize you will find out that your hunter will arrive no earlier than in three days. In addition, it will be between 6 and 9 pm. Wait for him. It may appear in a week. Ask, in general, about the amulet.

He would gladly give the amulet, but local bandits robbed him. Long story short, the amulet was stolen along with Hooper's other belongings. Go to the prison commandant, but there you will not learn anything except that the bandits have assistants in the city. We'll have to tackle the white stuff ourselves.

Rumble around the houses. So in one you will find a suspicious type. Kill him, search the body and find an interesting note. Wait for midnight, blow into the jungle. In the next location you will meet bandits outside the city gates. Give the note and receive an invitation to the case. This is a merchant robbery.

To complete Corsairs: To Each His Own - Kaleuche, you must agree and help them. At the next dialogue, you will receive another invitation to the case. It will happen in three days. You will also learn that the gang is located nearby in a cave. The next day, also at midnight, go into the cave, there will be a cache there. Find the amulet, Lamport's suit and other rubbish. Two bandits will discover you. You'll have to kill them and go to the shaman, running away from "Kaleuche" along the way.

Hint: if you hand over two bandits to the commandant, then three days later you will receive a reward for capturing the scoundrels.

Jade Skull

So, you need through Yum Simila. At the moment he is with Joaquim Merriman. Blow to Willemstad. The Portuguese rented a room there. Don't rush anywhere at the pier. A monk will run up to you and tell you that Merriman has disappeared. The owner of the house in which he rented also disappeared. Plus, strange things happen there at night. However, the soldiers found nothing.

Naturally, you will have to figure out what's what. Passage of Corsairs: To each his own - Kaleuche continues. When midnight comes, go to the house opposite the residence. You need to go up to the second floor. The monk did not deceive! Quite thick smoke will rise above the chest near the bed. After this, a skeleton holding an ax will appear in the room! When you've dealt with the undead, search the corpse. You will understand that this is what a housewife is. Yes, after all, Merriman is a very dangerous guy!

Go to the church, talk to the priests. From him you will learn that Joaquim is a former nobleman. Now he is a terrible sorcerer. In Havana, missing citizens were noticed, as well as attacks from the undead. Well, go to Cuba. Here you need to go to church. From the local monk you will learn that all sorts of undead are in the jungle in a cave. The passage to this place is guarded by a musketeer.

Blow into the jungle. In the location in front of the cave, talk to the musketeer. He will let you through. During the further passage of the Corsairs: To each his own - Kaleuche must kill all the skeletons both at the entrance and in the cave itself. As soon as the last cave skeleton falls to the floor, smoke will begin to pour out of her corner. This is where the Chavinavi comes in. Those who pass as Richard Gambit will immediately recognize the creature. Kill him, go back to the monk. He will express gratitude. This is all great, but you still haven't found Merriman. By the way, he is somewhere nearby!

Nobody saw him in the city. We'll have to look for him. At the cemetery, approach the caretaker. Press on him, then you will find out that Joakim is sitting in the crypt and quietly stealing corpses from the cemetery. Take the key and go for the skull. Go into the crypt, walk past the coffins, go through the door.

You find yourself in a cave with a series of grottoes. We need to clear out skeletons everywhere and find Merriman. You will find him in the room with the throne. Talk to him, watch the transformation from a human into a nasty undead. First, fight off the summoned Chavinavi, then the jaguar warrior, as well as Joaquim, who joined him. When Marriman falls, the Chavinawi himself will die. Search the corpse of a Portuguese subject. Take the jade skull from him. Don't forget to also search the cave and take the Easter chest. Continue with Corsairs: To Each His Own - Kaleuche.


It's time to head to Dominica. Now there is a strange thing - if the amulets attracted the ghost ship so much, then the jade skull is not interesting to him at all. When you come to the shaman, listen to the story. You must listen carefully, as this is important! Then take two amulets. Regardless of whether the amulets are worn or not, they are only good for a month. Within this period, you must find the island with the Yum Simil temple. Leave the skull there.

Hint: If you have completed the Pirate Saga, then you will learn the coordinates of the island from Nathaniel Hawk. Well, if not, then you need the center of the notorious Bermuda Triangle. Its peaks are St. Maarten, Antigua, St. Christopher. Get ready to fight serious battles, both on land and at sea.

So, you have found Hael Roa. You must leave the skull of Yum Simil on it. Go to the depths of the island, where the temple is visible. Climb to the top, come in. When you get to three passes, you need to choose the middle one. Go up the stairs. Next, you need to navigate by the “skull-sun” sign. Focus on the sun, killing skeletons and Chavins along the way. When, during the passage of Corsairs: To Each His Own - Kaleuche, you open the door, you will find yourself in a room with teleporters. Go to the right one. Further there will be only one road. All teleports are correct. After entering the last teleporter, you will find yourself in the sanctuary. The Chavinavi leader will approach you there.


Hint: the leader will start bombarding you with questions. The answers to them were in the shaman’s story, which you had to listen to carefully! If the answers are incorrect, at least one of them, then the leader will attack you. If you do not make mistakes, you will receive the skin of a leopard warrior.


After finishing the conversation with the leader, go to the statue on the other side of the sanctuary. Place the jade skull. When you leave the temple, you need to go out to sea. The military galleon “Flying Heart” is already waiting for you in the water area. It already has a mortal crew led by a captain. Take the former ghost on board, mow down everyone who comes across. Along the way, you need to search the skeletons, which may contain interesting amulets. There will be a battle with the captain in the cabin. Afterwards - conversation. At the end of the conversation, kill him. Remove the first strange amulet from the body. In one of the chests you will find a katana. The other will contain 5,000 doubloons. You won't be able to carry them away, so don't try in vain.


Here it is, the chilling “Kaleuche”... ours!

Do you think that the walkthrough of Corsairs: To Each His Own - Kaleuche is complete? Not so! We need to return to the shaman and give him the amulets. You will receive a task - deliver 15 mangaros. From them he will prepare a potion for you. You can bring everything to him at once. You can, as you find it, in fives. As a result, you will receive three potions: a stamina potion, a reaction potion, and a potion of your choice. As soon as you receive the potions, say goodbye to the shaman, who will go to comprehend the wisdom of his ancestors.

Where can you find big ships?

In the game "Corsairs: To Each His Own", the developers have reduced the likelihood of encountering huge ships of the first rank. If you want to find them, you will have to use thematic forums.

After what will the countdown begin for the “Pirate Saga” quest?

After an entry appears in the journal that Helen entered your service as an officer.

How to make sure that Helen remains on the team forever?

For this to happen, you must fulfill the prophecy that the gypsy spoke about. And for this you will have to:

  • Do not take a hundred doubloons from Gladys MacArthur as a reward.
  • Give the found Hangman's chest to that same Gladys.
  • Don't take the gun Gladys gives you.
  • Address Helen by his mother’s last name – Sharp.

How to give Mary Kasper a Narwhal blade?

In order to do this, you must ensure that two conditions are met:

  1. When you meet Shark Dodson, ask about his clinic, Narwhal. After this, talk to the weapons master, Jurgen, to craft the appropriate blade.
  2. Get three pieces of meteorite ore and bring them to Jurgen. You can bring these pieces with you by purchasing from some seller or by finding a buried treasure inside. You can also find a meteorite at the bottom of the OS.

Where to rent warehouse space?

To rent a warehouse, head to Isla Tesoro in Sharptown. In addition, you can visit the capitals of each state. As for Isla Tesoro, the warehouse here is run by a merchant inside the store. Chat with him and you will see a dialogue phrase corresponding to the lease.

To rent warehouse space in other cities, you need to look into their shipyards and go to the back room to talk with the boss. If you contacted him for the first time, you will need to start the dialogue again, after which the desired phrase will appear.

Why are there no useful things in the treasure?

If you bought a map in a tavern, then keep in mind that you can only get a treasure of the first level, which includes ordinary weapons and amulets, as well as all sorts of jewelry. In addition, half of a map may be found in such a treasure. If you find the other half, you can create a second level map and get the corresponding treasure. In such a treasure you can often find unique weapons that are not related to quests. And in general, you come across much more expensive and valuable loot, but there is still a chance that there will still be trash inside.

Where can you find guns larger than 32 caliber?

To find such weapons, you must capture enemy ships that have them, then remove them and transfer them to your own ship.

Is it possible to enter the service of a certain nation?

In this modification it is impossible to do this. All quest lines for nations have been removed from the game, but you can join the service of France, which happens in the storyline. In this case, you will be given an officer, a whole ship and equipment. If you agree, you will have to give 10% of the loot, and also avoid shooting at friendly ships. In addition, you cannot receive new quests.

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General discussion and questions about the passage
The eldest was a smart kid. The youngest son is this way and that. In general, he was definitely a fool.


Ahoy, brave sailors and lovers of adventurous adventures! Welcome to our little tavern at the end of the world! Grab yourself a pint of select rum and make yourself comfortable. We have a long and pleasant evening ahead of us in the company of port women, gambling, as well as incredible stories about the adventures that await us, ordinary corsairs, on the way to legendary treasures! Don't mince your words! Share your experience with green cabin boys who have not yet smelled the smells of sweat and gunpowder! Those who have not yet known the joy of a fresh sea breeze after a prolonged calm! Help choose a ship for a trip around the world or suggest a couple of tricks that will help a young corsair become a sea legend. Relax, have fun, and remember: after all, the parrot is alive!


Plus, the developers went too far with the quests during which the main character loses his ship. You have to replay, change the game, leaving the main ship laid up in the port, and sail on some kind of tartan or lugger for the mission.
Compared to other parts, the player is very tied to time. He has little time left to engage in piracy, trading and completing side quests for his own pleasure. The success of completing timed tasks depends on simple luck with a tailwind, plus there is a bug when using the command “swim to...” it takes much less time than swimming to the same point on the world map.
The only thing that pleased me about this game was the trading. It really became possible to make money on it.

I recently deleted this game, although I also played for several months, then abandoned it, I didn’t like the too nerdy leveling of fencing, which, along with other Persian skills, increases very slowly, and accordingly, personal abilities are earned less often.


But with ship skills it’s more difficult. I still use the skills of navigators. Fortunately, quest officers have a high level of skills.

In general, the game is incredibly difficult. The time limits on quests are too steep, the opponents are crazy at first (only with the help of forts can you crush them), and from the very first minutes of entering the open sea at the beginning of the game you immediately encounter entire squadrons of the enemy. Natural tin. Moreover, what infuriates me is the inability at the beginning of the game (until you improve your flag-raising skill or you can’t buy a West India Company patent) to carry out missions to deliver some passengers and ships to the Spanish shores. And almost all the characters I met at first (at least in my case) ask exclusively to go to the Spanish colonies. But the story dragged on. The plot is good, compared to the old parts.

Plus, the developers went too far with the quests during which the main character loses his ship. You have to replay, change the game, leaving the main ship laid up in the port, and sail on some kind of tartan or lugger for the mission.

Yes, I don't like that either. I know that this should happen as the game progresses. In the same Kaleuch, in my opinion, everything is based on this. But I haven't met yet. I don’t know yet whether each officer will have to buy a Luger in order to preserve them. Because from the passage I saw that only one of them survives. That is, Mary or Rumba, depending on who you take. And yes, it’s a pity that you can’t take both.

I liked the game, especially the story. He is above all praise. There are so many variations of the passage, literally everything is thought out to the smallest detail. The writers really did a great job, especially when, through dialogue alone, they gave all the NPCs real, living characters. I think even Stanislavsky would not have found anything to complain about.
Bright, dynamic battles that even at the end of the game make you tense and sweat. Although for a beginner (like me, for example, who had only played the first Corsairs before) the game will seem too difficult even on an easy level. However, you can adapt, you just need to devote more time to passing.
However, there were some downsides. The Storm engine is insidious and merciless, it always starts to malfunction at the most crucial moment. Although, oddly enough, I experienced crashes less often than others.

Personal skills are upgraded quite quickly. In general, fencing can be upgraded by stupidly making your way overland to a Spanish fort (while the noble hidalgos treat the character no better than a piece of unsavory stuff) and cutting down everything and everyone on the way. A couple of hours of real time, and your skill is already at a hundred. It’s better not to approach pirates with such things.

On older versions, I remember, this was actually possible. In the latest version, such a freebie was cut off. Skills are pumped up, but extremely slowly; only on missions do you gain experience.

In fact, there is an opportunity to take both, although not forever, and even then with restrictions.

There is nothing complicated, just replay the entire Pirate Saga.

Spoiler

In order to take Mary back for a second visit to the OS, we must make sure that the prophecy of the gypsy woman that Helen talks about is not fulfilled. That is, you must either not return the chest with doubloons, or name Helen after her adoptive father, MacArthur, and not Sharpe. In this case, Mary agrees to board the ship and both girls will travel with the GG on the ship until the end of the Saga. Helen leaves at the end. Naturally, you won’t be able to choose between the two of them, only Mary.

For me personally, there are much more positives in this part than negatives. The work of the developers is visible in every aspect of the game, which cannot be said about many AAA projects that are driven by commerce and not by ideas. The only thing worth criticizing is the engine, which, unfortunately, is not always able to function normally on XP+ systems.

The speed of leveling up fencing depends directly on the style of play. It is logical to assume that if the player is constantly at sea, his sea skills will improve. As for me, this system is quite understandable and playable. I would like to add that skills increase faster when completing a quest, be it generator/plot/side quest.


That’s right, there is very little time for free play, except perhaps only at the stage of collecting a million pesos (if you collect these pesos not through the “Dutch Gambit” quest, but through trade and piracy).

That’s right, there is very little time for free play, except perhaps only at the stage of collecting a million pesos (if you collect these pesos not through the “Dutch Gambit” quest, but through trade and piracy).

Three months to collect one million pesos is a convention that can be broken several times. Also, after completing the Pirate Saga, you can freeplay for at least ten game years, which will not affect the plot in any way. How much more free?)
If, for example, we take the standard system from the GPK, where the GG immediately after respawn is engaged in free play, of course, there are differences, but they are not as critical as they seem at first glance.

Yeah. It's not viable at all, to be honest. Like a zombie. It seems to be moving, but who knows when something will fall off of it.

The speed of leveling up fencing depends directly on the style of play. It is logical to assume that if the player is constantly at sea, his sea skills will improve. As for me, this system is quite understandable and playable. I would like to add that skills increase faster when completing a quest, be it generator/plot/side quest.

Not only does the system have a right to life. So she's absolutely awesome! She is logical and consistent. Just by doing what you're supposed to do, you improve your skill. True, lately I have been resorting more to the help of gypsies. Because Some skills I still don’t understand how they are upgraded. For example, the same secrecy. And for some quests, this stealth is a really necessary skill.

Compared to other parts, there are story quests that require completion over time, but this does not mean that you cannot choose the right moment for free play during the break between these quests

Can. But it’s very difficult to be honest. And the plot doesn't let me go.

That’s right, fencing used to be great during boarding battles in fights with captains and the enemy team, but now to do this you need to generate quests for duels in cities using save/load and organize a hunt for local bandits, and fencing is barely growing.

Fencing improves faster than other skills. Moreover, local bandits are not so rare. And I more often try to board an enemy ship than to sink it. Well, during secret visits to the Spanish colonies, I simply cannot resist going inside the settlement and knocking out a couple of noble conquistadors. As a result, my fencing and shooting skills have been fully upgraded. But with the rest, everything is less rosy. Some haven’t even reached 50% yet.

Gentlemen. As a fan of the series with 7 years of experience (it’s scary now) I read your posts with interest.
First I’ll say a few words about how this game even appeared. There was (and still is) such a team of enthusiastic players, Black Mark Studio, which made a global modification for “City of Lost Ships” (the previous game in the series) - mod-pack 1.3.2 Adventure Tales. In parallel with the modification, they made a fan-made addition to the game - in fact, “To Each His Own.” Some addon ideas (for example, generated quests) were tested on a mod pack. The add-on was supposed to have three main characters (Charles de Maur, William Paterson, Diego Montoya) with three storylines connected to each other. When Akella, as the copyright holder of the series, saw what was coming out in the end, she decided to publish this project as a separate game. This is how “Corsairs: To Each His Own” appeared. In the first version of the game there is a plot only for Charles de Maura, since there was no time to refine the other two. Actually, the entire corsair community is waiting for the remaining two GGs and their lines to be added to the game. So far, the developers have released two relatively small DLCs ("Kaleuche" and "The Last Lesson"), and the third is coming - "Under the Black Flag".

Here's the thing. The previous game in the series, City of Lost Ships, was focused mainly on freeplay. Actually, the players had a lot of fun playing. The developers of KKS decided to shift the focus to the plot component. At the same time, freeplay as such has not gone away - between story quests you can have fun as the player wants.

Well, this game feature was known, again, back in GPK

But this surprised me. It is believed that in KKS freeplay the emphasis is on piracy and generated quests. Trading has become more difficult than in the Civil Procedure Code.

In one of the updates, leveling up of soldiers in the fort was cut down. Especially as part of the fight against stupid people. As the developers explained, leveling up the hero is quite possible during side and generated quests - and this reveals the game more fully than endless slaughter for the sake of skill points.

In fact, the main character objectively does not need most of the ship's skills and abilities, because they are covered by hired officers (key positions are navigator, gunner and boatswain). You definitely need the ability to raise foreign flags (allows you to penetrate enemy cities), it’s worth leveling up the navigator abilities branch - its final perk allows you to ignore unnecessary skirmishes on the global map.

What’s good is that the plot of KKS is organically intertwined with the plots of, perhaps, all previous games in the series. From the second, third and GPK - for sure.

When it's pirates drowned ships? It's not profitable

It's strange why. Due to unique goods, rich capital is earned by trading simply. I'm talking specifically about free trade by the player, and not about quests from shopkeepers. We take goods where they are exported and sell them where they are considered unique. And if there is also an officer with advanced trade, then everything is great. Trade is made more difficult by the fact that there are many diplomatic obstacles in the game.
After completing one story quest, in almost all cases you are immediately given the next one. And if we take into account the fact that completing the quest is limited by a time frame, then there is simply no time left for freeplay.

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